Showing posts with label dc. Show all posts
Showing posts with label dc. Show all posts

Saturday, June 6, 2020

Marc Andreyko’s Batwoman begins #25-31

Once he got ahold of Batwoman, Marc Andreyko was tasked with a difficult assignment. The acclaimed creative team was leaving mid-storyline and the editorial was aiming for a change of course. The way his run ultimately ended up was anything but conventional, as can be seen from its multiple beginnings, strange interludes and several endings.

It could stand to reason to consider the Batwoman Annual as the start of Andreyko’s work. It was published just as the writer’s first storyline was drawing to a close, but it acts as the belated conclusion to the J. H. Williams III and W. Haden Blackman's run. 

The Annual was collected with the beginning of Mark Andreyko’s run and placed as the first story, no doubt to try not to confuse the readers who first experienced these stories in their collected form.

Finishing the other creators’ work is obviously not an ideal situation as J. H. Williams III and W. Haden Blackman had a different endpoint in mind, but Andreyko does his best to draw a complicated plot concerning the D.E.O. to a close. Thus, in the space of one issue, Batwoman’s fight with Batman and the freeing of Alice are retroactively dealt with alongside other stray plot points.

DC was able to at least get Trevor McCarthy, who illustrated the latter parts of the Williams/Blackman run to provide the majority of pencils here, but it’s clear that most fans won’t be happy with the Annual for one way or another. 


On the other hand, one could also consider Batwoman #25 as the start of Andreyko’s work, being chronologically the first issue published with his name on it. Yet, it was a tie-in to the Zero Year Batman storyline, telling an adventure of Kate Kane before she became Batwoman. Curiously for such a young character, the extensive flashbacks to her beginnings have already been featured several times at that point.

The major difference here is that this one-off heavily utilizes the socialite cousin of Bruce Wayne part of her origin that was never really the focus of previous stories. So, looking at it as the foundation of Marc Andreyko’s Batwoman, we have a story of a military trained young woman turned vigilante in the city’s darkest hour. It notably features both Kate’s father and her future fiancee Meggy Sawyer in the supporting roles, so it provides for a nice primer on the character and her motiovation. 

It also works broadly as a Zero Year tie-in, but it uses the status quo of that story so generally that it could be substituted for any other kind of Gotham city-wide blackout.

Again, this is all perfectly passable for a oneshot story, albeit one marred by several artists and apparent style shifts, which have come to plague the rest of Andreyko’s run.


Getting through with the prologue, it is in the next issue that Andreyko’s run really starts. Paired with Jeremy Haun, the writer posits a familiar version of the Batwoman, but with several key changes. 

Most notably, the title leaves the rich psychedelic trappings of J.H.Williams III and the artists who tried to fit in with his style, to be replaced by a streamlined and more functional noir aesthetic.

On the plot level, gone are the supernatural trapping to be replaced by a story of an art thief on a crime spree with ties to Gotham’s past. The new focus on Kate Kane’s socialite background helps ease the transition, but the real change comes with the cliffhanger of the storyline’s second issue. 

By calling into point the wellfare of Maggie Sawyer’s child being in close proximity to Batwoman, Andreyko creates the dynamic that would ultimately split the lesbian couple.


The proposed and ultimately vetoed marriage between the two characters was the stated reason why the previous creative team ultimately left the title. Seeing their relationship thrown into dissaray in the first couple of regular issues and even straddling Kate with a psychiatrist to deal with all this certainly showcases the editorial sticking to their decision. 

And while it could still be debated whether the real reason for stepping away from the lesbian marriage was the restrictions marital bonds put on the storytelling possibilities in the superhero medium, this story certainly treats it as such.

Reaffirming Kate’s focus on being a Batwoman comes in a story that is otherwise a lighthearted romp with the new villain Wolf Spider collecting the paintings and successfully evading capture. Thus, “Webs” features both Kate and her cousin Bette repeatedly failing to stop the art thief, as his targets get nearer and nearer to them, thanks to their high class background.


On the way, the Wolf Spider visits the Arkham Asylum and lets loose several villains that would reappear in Andreyko’s run, most notably Nocturna. 

By this time, Bette herself is also out of her role as the costumed superhero Firehawk and relegated to being Kate’s computer helper. Having the character basically take over the role Kate’s father played as Alfred to her Batman leaves Batwoman without a Robin on her side.

This by itself is nothing unusual, as Robin himself is notably absent from many of the Batman stories, but it certainly provides another way that the title has changed in such a short while. 

What we are left with by the time “Webs” ends is a much better paced action adventure comic that focuses on the title character to the exclusion of most of her former supporting cast, albeit saddled with much more prosaic plots when compared to her iconic clashes with Alice and the Medusa.

We’ll go over where the editorial and Andreyko ultimately took Batwoman tomorrow.


Wednesday, December 28, 2016

Best comics of 2016

Another rare update that proves that I have not given up on the blog and comics themselves, despite the lack of activity here. I have changed some of the categories to better express the things in comics that I actually enjoyed reading this year. The entries are provided with general commentary regarding the makeup of the specific parts of the industry they are born of.

Best Writer - Nick Spencer

The year started by my getting better acquainted with Nick Spencer's work, which I rediscovered spurred by Marvel's promotion around his stint on "Captain America". The lackluster "Standoff" event notwithstanding, his stylish and meticulous work has finally managed to marry the potential shown in "The Superior Foes of Spider-Man" with some of the company's longest running characters resulting in controversial stories read by the largest audience he has enjoyed to date.

Despite his "Ant Man" run fizzling out before reaching its full potential, the maniacal glee of his early work can still be encountered unfiltered in "The Fix", an even more organic follow up to his and Steve Lieber's celebrated collaboration.
Best Artist - John Romita Jr.

With the bulk of the promotion of DC's newest makeover going to other titles, the "All Star Batman" book has still managed to carve a large place for itself. Primarily designed to feature the former hit "Batman" scribe Scott Snyder's exploration of the Dark Knight's villains, the comic has debuted as a fun high octane book that balances the gritty themes with colorful action.

The primary reason for the title's warm welcome has had to do with the strong storytelling brought on by penciler John Romita jr. The veteran artist approached the title with a highly accomplished sense of craftsmanship, honed by decades working on Marvel's top superheroes. In doing so, he has managed to temper some of the writer's overpowering literary tendencies into a very visual story that keeps the reader on the lookout for the next well realized action set piece.

Best Ongoing Title - Injection

When it comes to highly publicized Image titles, Warren Ellis and Declan Shalvey's "Injection" is the first one that comes to mind that hasn't been hurt either by delays or the general lack of direction that has plagued much of their line. The writer's other ongoing series "Trees" has been the victim of many of the problems suffered by the publisher's hit titles after their initial wave of excitement had worn off.

Having completed its second storyline, "Injection" remains every bit as sharp and enigmatic. Wisely choosing to focus on a single member of the scientific team that introduced the titular Injection to the larger world, the writer brandishes his modern day Sherlock Holmes with his typical kinky flourishes. Shalvey on the other hand continues to live up to his reputation as a powerhouse new creator, with a sharp line that is both expressive and wonderfully conductive to partner Jordan Bellaire's wonderful coloring.

Hopefully, the series will continue with a strong sense of its own identity, providing both creators the chance to play in their world while finding interesting ways to bring the innovative science fictional concepts to their eager audience.


Best Mini-Series - Vision

Initially designed as an ongoing series, "Vision" was forced to confirm to the maxi-series model once it's star writer had signed an exclusive agreement with DC comics. Still, it can be said that this approach forced the story Tom King was telling with Gabriel Hernandez Walta into a more compact yet still powerful parable.

The genre of robot science fiction still remains popular thanks to "Westworld" tv-series and the upcoming "Blade Runner" sequel, but where this series differed was in the way it managed to blend the idiosyncrasies of "American Beauty" with a story of a Marvel mainstay that has long since lost his appeal as an edgy new superhero character.

Introduced as a tragedy with a wide scope of destruction in Washington DC, the eventual series has notably endured a somewhat paired down conclusion, that has still managed to bring its plot to a memorable close. Marvel would do well not to shy away from commissioning critically acclaimed work along these lines, titles that will stand the test of time and live on past the continual renumberings and shifts in the house style.

Best Collected Edition - Last Look

Having encountered only the first part of Charles Burns' latest trilogy when it was released, I have delayed returning to it well past the the series conclusion. With the publicized debut of the long awaited collected edition, I have finally returned to the accomplished storyteller's latest opus and given it another try.

Read as a three-part story, "Last Look" functions on multiple levels along the lines of a David Lynch movie, with a surreal parallel running next to the relatively mundane plot involving a teenage romance gone wrong. Some of the phantasmagorical images fuel the the nightmarish feeling of love lost, but most of the time the book works just as well when it deals directly with the wasted potential of it's protagonist.

Burns' full color work in "Last Look", styled in homage to an Herge album works in an experimental way that shows the complex makeup of his character's tortured psyche. By utilizing all of his talent to bend the form to suit his story, the veteran writer/artist proves still capable of producing work of the highest caliber.

Best Reprint - Blue Monday

When Image decided to reissue Chynna Clugston Flores's signature series, an interview with the writer/artist lead me to try some of her most famous work produced at various times during the last 10-15 years. Debuting as an Oni series predating "Scott Pilgrim", "Blue Monday" has unfortunately since been largely overshadowed by Bryan Lee O'Malley's popular series covering some of the similar thematic ground.

Yet, despite Flores' series starting out as a largely manga-inspired work, it slowly morphs into a look that shares almost as much with the "Archie" titles. Covering a similar high school themed territory, her stories start as very dense with a manic fanzine-like energy, which gradually becoming better paced.

Gone is the all too familiar angst typical of the self-published autobiographical titles. In the writer/artist's telling, these are young people who despite their dramatic bursts still like one another and interact as a true group of peers.

With the long teased follow-up to these initial stories officially scheduled to debut the next year, the readers will finally be able to see what these characters have been up to as well as how their creator sees them from a viewpoint a decade removed from her initial start in the industry.

Monday, April 13, 2015

Batgirl #35-40 "The Batgirl of Burnside"

Last month saw the completion of the first storyarc of the "Batgirl" revamp, which has since been lauded as both a commercial and critical success. The revamp has attracted significant attention from the debut of the character's costume redesign and was eagerly anticipated by an audience looking for something new in DC's output. The publisher has repeatedly faced criticism for failing to bring enough innovation in its line wide 2011 makeover. When contacted to follow up Gail Simone's "Batgirl" run, the new creative team was finally given a chance to do just that, create a modern superhero title that tried to reach out to current urban audience, consisting mainly of younger people.

By specifically targeting teenage girls, the publisher has seemingly given an unprecedented amount of freedom to artist Cameron Stewart and writer Branden Fletcher. And while Stewart's other commitments relegated him to a role of breakdown penciller and co-writer, they also allowed Babs Tarr to add her own touch on the pencils. The colorist Maris Wick's completes the creative team that has cemented the image of Batgirl for a new generation of fans.

The first issue starts slowly, asking the reader to trust the creative team as it exposes them to a new cast of characters and a change in the setting. Batgirl has moved to Burnside, a Gotham suburbia that for all intents and purposes functions as an extension to a college campus. Thus, most of the characters that populate the book tend to be young, trendy people, obsessing over self image and social media. This perfectly compliments the creative team's vision of Barbara Gordon as an overachieving post graduate that is trying to find a new place in the world for herself and her crime-fighting alter ego.

The creative team's debut calls back to the character's superhero past but in a way that provides a clear break from who she was. The in-story explanation goes on to add her longtime ally Black Canary to the supporting cast and introduces the conflict between the two that they try to resolve over these six issues. It naturally deals with the changes Barbara has been going through and the new ways she uses to battle the fashion conscious, off the moment threats that begin plaguing the lives of herself and her new circle of friends.

These pages show that everyone in Burnside is taken with the Internet culture and are thus easily manipulated by dating websites, tech savvy multimedia artists and reality TV stars, which are certainly a far cry from the serial killers and Batman rogues that the character has been dealing with in the past. Nevertheless, the creative team is careful to maintain a through-line between the episodic stories, dealing with a genuine threat behind the seemingly unconnected attacks at Burnside. It strikes right at the heart of Batgirl and once again calls into question her new way of life.


Every chapter of the wider story is similarly paced, starting dense with a wide variety of characters all feeding into the eventual conflict that resolves in well staged fights and ending on a cliffhanger that maintains the reader's interest in this new creative direction. There is a variety of well dressed, wispy new characters, but Stewart and Fletcher wisely choose to spotlight the few key people in Barbara's life, while purposefully leaving out return appearances from her father and Batman.

Both are repeatedly referenced, but it seems that the creative team has deemed their presence as something that would only distract from the story they were telling. It was imperative to make sure that the new tone of the book had more to do with "Scott Pilgrim" than Scott Snyder's "Batman" and in this respect, the book completely succeeds. Yet, the Bryan Lee O'Malley's young adult sensation already feels outdated when compared to the lifestyle trends depicted on these pages.

There's no doubt that "Batgirl"'s modern hipsters will feel dated in a decade or two, but as of now, they are presented in such a way that the new, and more importantly, teen audience can sympathize with them. Thereby, it makes sense that the larger threat uniting the individual enemies would come from the character's past. The creative team themselves seem to be confronting their own vision of Batgirl with the conservative past of the well trod Batman spin-off story model.

On one side, there is Black Canary questioning Barbara's every move and criticizing her media friendly new role as the Burnside's protector. Dinah is presented as a slightly older version of the female superhero that nevertheless ultimately embraces a new role for herself. What's preventing Batgirl from doing the same is Burnside itself, which continually reshapes to fit the latest social trends, the locale's relationship to its new suburban protector as fickle as the latest Internet sensation and easily manipulated by the unseen mastermind.

That the protagonist nevertheless manages to triumph and in every way that counts leaves her past behind is inspiring in all the right ways. Despite the hardships, Barbara Gordon still manages to establish new friendships, starts her academic career and finds herself entering a romantic relationship. None of these start off perfectly for the slim, long-haired heroine, and at one point near the end she seems like she will break from the outside pressure, but with the help of her friends, she find a new strength in herself to overcome the adversities and continues on with her life, stronger for the experience.

It's strange that such a female positive, life affirming story with a diverse cast was at one point painted as ignorant to the issues dealing with the transgender experience. The creative team had clearly contrasted the problematic depiction of a villain with a positive image of a well adapted cast member carried over from Simone's run, but it was apparently deemed too subtle by some of the more sensitive audience members.

Despite the controversy, the revamp can be deemed a success in every aspect, and has already lead to the establishment of the Black Canary spinoff. In fact, it will debut as part of the company's line wide makeover, inspired chiefly by "Batgirl"'s success. It has been announced that the series will continue with Babs Tarr providing full art, sans Cameron Stewart's breakdowns and there is every reason to think that it will grow even stronger. Now that the title has successfully established itself as an entity distinct from its dark roots, and has in fact crafted the narrative around the protagonist embracing her newfound freedom, the creative team should be set to likewise continue forward with their storyline. Their audience will only grow as books like "Batgirl" and "Ms Marvel" stop being exceptions and the industry starts providing entertainment for fans of all backgrounds, having finally found a way to market beyond their existing demographic.

Thursday, October 11, 2012

Frankenstein, agent of the SHADE #13 - Rotworld "Secrets of the dead"





FRANKENSTEIN, AGENT OF S.H.A.D.E. #13

Unexpectedly, DC has decided to tie "Frankenstein" into the "Animal Man" and "Swamp Thing" crossover. Having the Frankenstein story appear with the Rotworld banner may be one of the last promotions regarding the book that's steadily approaching cancellation levels. The creative justification for the tie-in lies with Jeff Lemire's last issue on the title.

Building up on Frank's previous meeting with Animal Man makes the crossover slightly less abrupt, with Matt Kindt never forgetting to include a threat specific to the protagonist. Remaking Victor Frankenstein as an agent of the Rot is a compromise that the writer slows down the story to explain, but it stands to present a puzzle to future readers who encounter the material divorced of the context of the Animal Man/Swamp Thing crossover. Unfortunately, in order to line up with the crossover, Kindt puts the book in a nebulous place when it comes to the chronology, making it unclear when in takes place in regards to the other two titles.

The book continues with the larger than life pulp moments regarding the title character, who is both carried by condors to his destination, and eventually gets to ride around the devastated Metropolis on a horse. There is little spontaneity involved, as all of the animal emissaries of the Red talk, guiding Frank towards the threat. At the same time, the writer posits that the character's undead nature makes him invulnerable to the Rot, which gives him an interesting role in the crossover.

In a way, Frankenstein fills in for Animal Man, who is away due to the events of "Rotworld - Prologue". Ultimately, Frank's special nature largely makes the fight scenes redundant, and it is only when Velcoro shows up that the book regains a degree of suspense. In a lengthy dialogue, the character describes the exact role Frank is to play in the crossover, hinting that the book will take on a quest-like structure for the duration of the tie-in.

Ultimately, the writer adds another wrinkle in the character's ever evolving relationship with S.H.A.D.E. - the organization that never quite gelled into a functional version of Marvel's S.H.I.E.L.D. At this point, it's quite clear that Frank's association with the agency is not liable to continue for much longer, as the company has already announced the departure of artist Alberto Ponticelli. His inker since the aforementioned Animal Man tie-in issue, Wayne Faucher, has been credited with some of this issue's interior art.

Ultimately, the book has never really managed to recreate the over the top madness of Grant Morrison/Doug Mahke's initial "Seven Soldiers" mini-series. It remains to be seen whether DC's latest effort in trying to attract the "Animal Man" and "Swamp Thing" readers will pay off, and at least prolong the title's shelf life.

Wednesday, October 10, 2012

Comic reviews for Wednesday, October the 10th

BATMAN #13

Scott Snyder and Greg Capullo debut the opening chapter of "the Death of the Family" crossover. The main story is set to run in "Batman", while spin-off titles tie-in, and for the moment, the creators deliver what they've promised. There is an ominous feeling to the episode from the start, building to the start of Joker's depraved revenge. With the character single-handedly executing his plan, the story maintains an atmosphere of the slasher horror movie, albeit one drenched in Batman mythos.

Snyder never forgets that he's writing a Batman story, structured as the traditional chase the villain ends the dark knight detective on. It's also just as much a Joker story, calling back to the character's numerous previous misdeeds, albeit with a ring of finality to it. Batman's nemesis launches his campaign of terror so aggressively, so relentlessly, that "the Death of the Family" seems poised to leave lasting ramifications to the title.

Capullo is likewise in full form here, making sure the reader sees every important detail of the grim proceedings, while drenching the story in unbearable paranoia. The artist keeps the Joker's character design a secret until the cliffhanger (which goes to explain his frustration when the posting of an upcoming cover spoiled the reveal on the Internet), but the character is still present throughout the issue. In contrast, the artist continually shows Batman under heavy light, caped and broad-shouldered, but woefully ineffective. Bruce is continually two steps behind his enemy, and it seems like he can barely follow the trail.

The story climaxes with Joker crossing the line and attacking a key Batman figure, revealing the extent of his knowledge of Bruce's operation. The rationale behind his enemy's current plan of attack works to establish the tie-in for the rest of the Batman line, but it remains to be seen how much it factors into the Snyder and Capullo's main story.

This is not to say that the start of the creator's second year of Batman stories is flawless, as the police station sequence and the later television broadcast announcing the villain's plan to the Gothamites exhibit some confusion in layouts leading to the lack of effectiveness. The fight in the factory that closes the issue is likewise so dense with details that it lacks a seamless storytelling flow (including an unfortunate prop that will momentarily take the reader out of the story), but in general the issue portrays both creators in a very strong light.

Snyder utilizes a lot of dialogue in these plot-oriented 24 pages, working in concert with Capullo's quirky, caricatural visuals to create a rare story that lives up to the hype surrounding it. The back-up reunites Snyder with Jock, the illustrator of his previous run on "Detective Comics". The painted pages are likewise disturbing, with the co-writer James Tynion IV elaborating on the plot point previous to Batman's arrival to the factory.

The story is no more than a vignette featuring Harley and the Joker, elaborating on their sick relationship in regards to a particular plot point. Tynion IV quickly achieves an atmosphere of abject dread, but his is a thankless task giving that the reader is already aware how the scene ends. In a way, the co-writer is being asked to shock the reader into a few moments forgetfulness, before the story returns to the relatively comforting reality of what the reader just saw in the final Snyder/Capullo pages.

Jock's work is traditionally angular and moody, but realized in the limited palette of reds and blues, except for the shock of Joker's hair.The close-ups on Joker's mouth are likewise effective, keeping the reader unaware of the character's position in regards to Harley. It goes without saying that the two character's share a very one sided abusive relationship, which excuses some of the violence on the part of creators, who thankfully restrain from depicting the full extent of implied depravity.

CAPTAIN AMERICA #18

The finale of "New World Orders" follows the pattern when it comes to this arc, being the end of the plot-based exercise that had little to show for it. The Bunn-scripted issue covers the three fronts of Captain America and SHIELD's battle against Codename Bravo and the Hydra, with a real sense that the heroes are over-matched. Yet, once the protagonists make their way to the enemy commanders, they prove relatively easy to beat.

It's doubtful that Brubaker would have realized his plot in much the same way had he written the arc on his own, but as it stands, the villains who have tormented Cap since this iteration of the title launched prove little more than braggarts, who have managed to brainwash the American public to their side. The issue continues last issue's Baron Zemo/Agent 13 fight in a decent way, but the co-writer's addition of Dum Dum Dugan's work behind the scenes ultimately ends the satellite in a way that is a little too easy and convenient.

In turn, this makes Falcon and Diamondback's efforts superfluous, but the co-writers choose to utilize their short scenes to show the effect of enemy manipulation on the common man and set up a new dynamic between the characters. The heavy handed real world relevance issue ultimately proves like little more than an afterthought, and gets little more than a mention in Cap's fight against Bravo and Queen Hydra. The duel is remarkably short and efficient, but is notable largely because of its finality and the way Marvel chooses to present it.

Throughout the issue, Eaton underplays the more brutal elements of the script and sticks to a superhero aesthetic that de-emphasizes the violence. The reader is not made privy to the body-count behind the fake Discordian invasion, with the dialogue carefully explaining that despite the appearance, the fights against Zemo and Bravo carried no fatalities. Scott Eaton's work is therefore allowed to maintain a darker edge, while still working in the artist's exaggerated superhero style.

Unfortunately, the careful framing only accentuates the feeling that "New World Orders" shows the creators at their most restrained, presenting a story that tries to provide an epic sendoff to the plots and themes of this volume of "Captain America", but only succeeding in the former. The co-writers try to use the character's out of costume appearance to provide for some measure of closure, but the lessons learned feel broad and obvious. The writers are ultimately use the sequence to spell out their intentions and clue the reader in on the eventual fate of the principal players.

The story concludes on a genre standard vignette aiming to provide some ambiguity to the heroes' victory, but a long-time reader will likely be more interested in the one page teaser for the next month's story. With #19, Ed Brubaker concludes his run on the title, with the relaunch already solicited as a part of the Marvel NOW! initiative. Reunited with Steve Epting, the primary artist of his original "Captain America" stories, Brubaker will no doubt leave provide a poignant coda for the title that never really gained a foothold in this latest iteration.

SCARLET SPIDER #10

Interestingly, the second part of the arbitrary "Minimum Carnage" crossover provides for a pleasant diversion. Chris Yost, the regular writer of "Scarlet Spider" scripts the issue himself (with special thanks to "Venom" writer Cullen Bunn), and the mini-event feels slightly more organic.

This is not to say that the "Minimum Carnage" is now free of the exposition that weighted heavily on its first part, but that it builds up some rhythm when its two leads finally start interacting. The repentant, yet still aggressive Kaine has little time for Agent Venom, following Carnage's disappearance, but at least for a short while it feels that the writer will forgo the cliche of having the two protagonists fight as soon as they meet.

Yet, utilizing Venom's symbiotic nature, Yost still gets to include the fight a mere few pages later, providing for the issue's major fight sequence. Flash losing control of the symbiote seems to be unconnected to Bunn's plot of demonic possession and seemingly operates in disregard to the set-up as presented in the character's own book. Pham and Brown illustrate the sequence in a clear and energetic way, providing a lot of the flair missing from the story's initial "Alpha" issue.

The Microverse sequences substitute the slaughter from the beginning of the story with the fantasy sequences, teasing the role of an evil mastermind that is profiting from Carange's actions. The hooded figure could well turn out to be an analogue for the "Micronauts" arch-villain Baron Karza, but so far he appears only in hologram.

Meanwhile, the story's two discuss crossing over into the microscopic world, with Yost doing his best to discern between two anti-heroes. Scarlet Spider reluctantly follows Agent Venom's lead, with both ultimately defining themselves after Spider-Man. Following the requisite comic book super science, the two are once again separated. Pham and Brown don't invest a lot in the backgrounds of these Microverse sequences, but the colors help make the setting distinctive.

The microscopic world has a truly alien feeling, especially when compared to the drabness of the ruined space center where the most of the issue takes place. When Micronauts finally show up, they feel entirely of the place in what has become Venom and Scarlet Spider's space opera adventure. The reader is not expected to be aware of the company's struggle to keep the characters created while they held the licence to the property, with the freedom fighters instantly recalling the better known "Masters of the Universe", or even "Star Wars" characters.

The issue ends with Yost going so far to explicitly mention the "Star Wars" connection, right before Scarlet Spider is subjected to the monster that would not feel out of place in George Lucas' movies. Keeping Carnage out of the spotlight has definitely helped the story settle in a pulpy, adventure story direction, but there is still no indication that the crossover will ultimately cohere into a satisfying whole. For the moment, "Minimum Carnage" appears to be a little more than an unlikely, but inoffensive outing for its well defined leads, playing out in a completely different fashion than the 1990s crossover that inspired it.

WALKING DEAD SPECIAL: MICHONNE

To tie-in with this Sunday's premiere of Season Three of "the Walking Dead" TV-series, Image and Skybound present a Special issue of the comic book that inspired it. The "Walking Dead Special: Michonne" is meant to reintroduce the character whom the TV audience briefly saw in the final episode of the last season, a katana wielding lawyer who has long since become a permanent fixture of the comic book.

Two days before the Season Two finale, the March issue of "Playboy" published a short presenting the character's origin story. The six page Kirkman/Adlard collaboration wasn't reprinted in "Walking Dead" #100, and it's only now that Image has decided to present it, along with the character's original appearance. "Walking Dead Special: Michonne" thus combines the "Playboy" short along with "Walking Dead" #19, and offers no new material except for the Charlie Adlard cover.

The 6-page "Michonne's story" basically presents the first days of zombie apocalypse from the titular character's point of view, without offering any new information. There is very little dialogue in the story itself, as Kirkman prefers to narrate the events using caption boxes. Reading Michonne's recollections largely dispenses with the excitement reserved for the series, as the character obviously survives to join the book's cast at a later date.

The main series has long abandoned the initial shock of the zombie invasion, thus seeing the creators revisit the "Days gone bye" setting has some novelty. In the end, the short, no matter how well put together proves no more than a promotional item. As for the longer story that follows it, it takes place relatively early in the series run, and mostly presents an extended fight scene. There is some initial confusion regarding the setting, and the characters opposing Rick, but it ultimately boils down to a decent episode of a longer serial.

Rick and his group are vying for control of the prison with the group that previously held it, with the new player using the ensuing confusion involving a zombie attack to join in with the cast. And while #19 is ultimately Rick's story, showing one of the first steps in the character's gradual loss of humanity, Michonne is given enough space to showcase her use to the group. Basically, she is a genre character initially divorced from the every day problems of the group.

Kirkman and Adlard choose to portray her value primarily in terms of her fighting prowess and the appeal a beautiful woman wholly capable of fending for herself has to the audience. The character has since enjoyed a couple of relationships, but is still largely defined by her ferocity, which is somewhat softened with the "Playboy" short. Michonne is still a long way from a rounded character (that role has gone to Andrea, who also appears in #19), but the Special does enough to make her stand out.

Beyond the return to earlier storytelling modes, "Michonne" also offers a look into the evolution of Charlie Adlard's artwork. Reading the two stories back to back, it's apparent how the artist has changed the way he approaches the series. For a start, Adlard now chooses much thicker inking lines and seems to rely more on Rathburn's gray tones. The artist was stylistically mature when he inherited the book from Tony Moore, but he seems much more assure in these newer pages.

There is a more natural flow to the pages of material that premiered in "Playboy", as well as a tighter grasp on the figures. It remains to see how the artist's style will further evolve, but for the moment both him and Kirkman are overshadowed by their popular character. Even if this tie-in Special doesn't work to increase the readership of the series, it works to increase the awareness of the connection between the TV-series and the comic book that inspired it, which is more than enough, given the latter's success.

Wednesday, October 3, 2012

Comic reviews for Wednesday, October the 3rd

ACTION COMICS #13

After last month's Zero issue, Grant Morrison opts for another themed issue with #13. This time opting for a Halloween connection, he presents a complete story updating the Phantom Zone to a more modern aesthetic. Once again, the story centers around Clarke finding more about his Kryptionian origins, but the writer is determined to make the issue accessible.

In order to do this, Morrison even introduces story book narration, which largely proves superfluous expect for a brief scene near the end, where it sheds light on a sequence involving invisibility. The story is illustrated by Travel ("Animal Man") Foreman, who adopts a rich, computer enhanced style that complements the Kryptonian imagery of the flashbacks and imbues a futuristic haunted house look to the Fortress of Solitude. Where the artist falters is with the character design for the villain, doctor Xa-Du.

The character sports an overly busy look, suffering from the lack of clarity, and at times looks alternately like a mummy or a cloaked figure. The reader is not given a good look at the Ecto-suit he wears, which proves central to freeing Superman from the Phantom Zone trap. Otherwise, the pages look eerie and effective, washed in blues, blacks and browns, with splashes of red reserved for Superman's cape.

In many ways, Foreman's artwork recalls Gene Ha's contributions to the series, but he ends up lacking the veteran artist's definition when it comes to the character physiques. Interestingly, DC feels the need to imbue an outsider character in the Phantom Zone, giving the Phantom Stranger a role that consists of two pages of exposition.

The character is otherwise dubiously out of place, and presumably only shows up to prepare the readers for his place in an upcoming crossover. For the purposes of the story, General Zod could have taken his place, as the character was always closely associated with the Phantom Zone. Perhaps the writer has deemed the character too important to play only a small role in his first appearance following the flashbacks in the early issues of "Action Comics".

Otherwise, the issue is largely notable for reintroducing Krypto, last seen fighting Zod in the aforementioned flashback. The Clark-Krypto dynamic works on a level that the otherwise scattered "Action Comics" run constantly aspires to, but rarely succeeds. The Superdog's loyalty completely justifies Clark's desperate efforts to save the dog, and seeing the two reunited provides a pleasant respite before the final page teasing Morrison's last Superman storyline.

Sholly Fisch picks up this sentimentality in the back-up, providing a piece that unapologetically invites the reader to wallow in emotion. Showing the ghostly Krypto's loyalty and love for Clark quickly turns into a universal story about a boy and his dog, with the creators going so far to underline the notion both in dialogue and the title. There is little that is subtle about this back-up, but in its heavy handedness it does turn into a moving science fiction story.

Brad Walker's art is similarly bold, but lacking the polish that would make it noteworthy on its own. The layouts are clear, but suffer from occasional problems with proportions and clunky details. The pages showing Clark's adventures and the destruction of Krypton are needlessly cluttered and unappealing, but in general the artist does manage to visualize the script in a way that brings out the best in Fisch's narration.

BOYS #71

The penultimate issue of "the Boys" finishes up the last storyline, leaving only the next month's epilogue to complete the series. Ennis writes a slightly anti-climatic conversational story about the relationship between Hughie and Butcher, as the two men cope with the consequences of last issue's cliffhanger.

Butcher no longer a direct threat, Ennis comes clean about his methods, but the writer mostly concentrates on the differences between the pair and the dynamic they have established over years of working together. It goes without saying that the veteran character-oriented comics writer manifests a deep understanding of the human nature, supplemented by Braun's expressive artwork.

Faced with the script that features two immobile characters talking on the rooftop, the artist does his best to provide a variety of perspectives, moving us in and out of the the pair's faces and rotating the point of view to maintain the tension. Despite all this, the layout remains clear and functional at all times, the characters tense, desperate and melancholic.

In the middle, the script breaks from the blue-toned melancholy by using a four page sequence showing the eventual fate of Jessica Bradley. The break is short and logical, even as it leaves the character in a frenzy. Refusing to settle for shock tactics, Ennis goes on to cite the relevant bits of dialogue between Bradley and Sitwell, which put the events in their proper context.

Getting back to Hughie and Billy, the writer has them go through all of the questions that longtime friends would ask each other when facing certain death, in turn providing the characters with final definition. Butcher remains charismatic and manipulative to the very end, but it comes with a genuine sense of honesty and affection. Ultimately, "the Boys" is Hughie's story, and it ultimately falls to him who has to overcome one last challenge, revealing his true nature.

It's hard to say whether this is the best way the story could have ended, but there is no question that the creators commit to it and present it in a very accomplished way. It's refreshing to see a genre effort finishing up with such a downbeat character driven resolution, that both stays true to the characterization, and still remembers to offer an explosive ending, on par with the most exciting moments of the series.

MINIMUM CARNAGE ALPHA #1

The Venom/Scarlet Spider crossover begins with the "Alpha" issue, co-written by Cullen Bunn and Chris Yost, and pencilled by Lan Medina. The regular writers of both titles assume the reader is unfamiliar with the current premise and offer a very dense script. The story alludes to the events in the couple of recent "Carnage" mini-series, but otherwise functions as a thriller, in which the pair of vigilantes have to contain the escaping psychopath.

The absence of Zeb Wells, the writer of the aforementioned "Carnage" and "Carnage U.S.A." leads to a distinct lack of humor, or anything approaching a style of its own. Both Venom and Scarlet Spider are larger than life personalities, but they end up little more than civil servants, working closely with the local authorities to deal away with the threat. The story introduces some of the supporting characters from both books, but Flash's newspaper reporter ally, as well as Kaine's friends the policeman and doctor only serve to fill in the otherwise generic roles in the very plot-oriented script.

Lan Medina, his art inked by three inkers, likewise feels stifled by editorial mandate, turning in competent but uninspired work. The layouts are clear, the characters on model, but there is no illusion that anyone in the creative team is giving anything more than their professional best. Medina's Scarlet Spider thus becomes too bulky and generic, Carnage, while Venom stays on model, thanks to the artist's recent stint working on the solo title. The artist also takes time to warm up to Carnage, as his version of the symbiote initially appears as if Kasady is wearing a costume.

It's hard to judge the artist's take on the Micronauts characters, as they seem analogues to some of the Mantlo/Golden characters, but at the same time distinctively new. The publisher hasn't renewed the licence in years, but still retains the rights to the characters created during the long run the title enjoyed in 1980s. It's unlikely that much of the today's audience is familiar with the series, but "Minimum Carnage" is another chance to try and integrate bits and pieces of the continuity into the modern day Marvel universe.

Seeing Carnage associating with the derivative Micronauts characters and eventually escaping into what is essentially Microverse should add a layer of interest to the crossover, but comes off as random. The relatively grounded "Spider-Man" spin-offs seem like a last place to revisit the Micronauts following Marvel's cosmic crossovers, and it's highly doubtful that "Minimum Carnage", as seen in this prologue issue, will amount to more than a generic story meant to provide a short sales boost to "Venom" and "Scarlet Spider".

All-Star Western #0, Aquaman #0, Flash #0, I, Vampire #0

ALL STAR WESTERN #0

The Zero Month issue of "All-Star Western" dismisses with the back-up to present a 30 page story, with artist Pia ("Y the Last Man") Guerra helping out with the epilogue. The Moritat-drawn pages depict Jonah Hex's origin, telling a decades spanning story involving the complex set of circumstances that birthed the violent bounty hunter.

The back-up reveals the story as a drunken ramble related by Hex, but this doesn't really account for many of its problems. Namely, the writing duo of Gray and Palmiotti choose to depict the numerous events by briefly setting up the context and following it up with an action scene. What should have been a graphic novel is thus relegated to a vulgar string of fight sequences that cover the character's contradictory back story of growing up an Indian and serving in the confederate army.

The reader invests in each of these scenes thinking it will show the signature scarring of the character. Instead, this is how the flashback ends, supposedly climaxing the theme of Jonah being "a man of two minds, a man who is both good and evil". Yet, as depicted in this issue, Hex seems more selfless and naive, trying to make the most out of a thankless life.

In retrospect, given the limited page count, the story would have benefited from being confined to Jonah's time with the Indians. That way, the co-writers would be able to properly set up the dynamic between Hex and his Indian foster father, as well as the rivalry between Jonah and his Indian "brother". Alternately, the additional focus on his childhood could have made for a more involving story as well.

Moritat's artwork likewise starts off loosely, but finishes up in very broad strokes. Perhaps DC would have been better off to pair him with an inker, as the artist clearly has troubles with the Zero Month increasing the page count by half. The abstraction that serves as the establishing shot of Fort Donelson clearly has no place in a DC comic, especially when compared to Guerra's clean and controlled look that finishes the issue.

To be fair, the climatic fight between Hex and Noh-Tante likely fails because of the density of the script, serving as yet another reminder that the series could have done without this prequel issue. It's doubtful that the story would have been much improved with the changes in the creative team, as the Zero Month format inherently limits the potential of a sprawling western epic. This is presumably why the co-writers concentrate on using the Pia Guerra illustrated pages to set up the next month's story, involving Dr. Jekyll's potion.

AQUAMAN #0

The #0 issue of Aquaman is almost equally split in the way it serves as a showcase for Aquaman's powers and the set-up required for the second year of stories regarding the character. All of this is conveyed via the flashback tale of Aquaman searching for his mother.

Geoff Johns and the artistic team of Ivan Reis and Joe Prado hardly achieve an uneasy balance, with an immature Aquaman substituting a father for a mentor figure in Vulco. More importantly, this prequel issue sets up Arthur's half-brother, Orm the Ocean-Master as the credible new threat for the character.

Unfortunately, due to scheduling, this inclusion comes on the heels of the last issue's unresolved cliffhanger. The creative team makes no effort in presenting this prequel story as something that in any way follows up on the previous issue, and will likely be eventually collected separately.

As a story in its own right, the issue is still lacking, as it discards the characters Aquaman spends the most dynamic part of the story saving. They wind up merely as innocent bystanders justifying the use of an action sequence in what is otherwise a static issue, setting up the upcoming stories. There is a some closure regarding the issue of Arthur's search, but the story nominally tries to entice the reader with the additions to the mythology.

Yet, the audience is likely to be continue with the title based on the strength of the creators. The consistently competent work, dressed in the lush colors of Rod Reis, helps complete this version of Aquaman, that is in keeping with the current trends. Working from a similar model to the Johns and Reis' work on "Green Lantern", "Aquaman" is set to crossover with "the Justice League", no doubt in another attempt to keep the relaunch to the forefront of the company's output. Despite the teases of Atlantean mysteries, the real question will be how the title fares once the penciller officially leaves to work on "JL".

FLASH #0

For their part in contributing to DC's "Zero Month" Francis Manapul and Brian Buccellato undertake to updating the Flash's Silver Age origin with the Geoff Johns' invented retcon. The resulting story feels a bit more poignant than their recent efforts, but still succeeds primarily in delighting the reader on a visual level.

The creative team uses watercolors to highlight the moody origin of the Flash, recasting the archetypal superhero as the victim of family tragedy. In their hands, Barry Allen is a smart and talented child, who dedicates himself to police work following the death of his mother in what appears to be a domestic quarrel. Manapul and Buccellato concentrate on the love triangle that lead to the tragedy, with the mystery of Flash's powers treated almost as an afterthought.

The limited space relegates the character's eventual appearance in costume to a two page sequence, just one of the many flashbacks that make up this zero issue. The constant back and forth is eased by the use of captions, which try to make the reader sympathetic to the events shown. The character of lieutenant Frye adds some much needed nuance to the continuity implants, but the origin of the Flash still feels somewhat extraneous to the creators' own vision.

It seems to be devoted to a version of the character directly preceding the "New 52" reboot, which was in turn inspired by Marvel's own flawed heroes. Manapul and Buccellato's take on "the Flash" has so far been decidedly lighter and plot-based, with Barry himself mostly defined by his powers and the role of the superhero. Having the character of Miguel (whose friendship with Barry was the backbone of their first "Mob rule" story arc) completely missing from this prequel is very telling.

Finding themselves hard pressed to boil down a graphic novel sized plot into a mere twenty pages, the creators have decided to proceed with an origin that will be relevant beyond their immediate take on the character. It remains to be seen whether the duo will still be involved with the character in a year's time, while Chief Creative Officer Johns's reinterpretation of the Flash is set to remain as definite status quo.

Where Manapul and Buccellato are allowed to leave a much stronger mark is once again consigned to the visuals. It cannot be overstated that their delicate, well realized artwork stands up as the most gorgeous rendering of the property since the days of Scott Kolins and Mike Wieringo. The sepia toned, kinetic pages seem equally lively when they are laid out as a double page spread or as a single image filled with dozens of tiny panels. The characters still exhibit a limited set of expressions when speaking to one another, forcing the dialogue to assume an additional layer of directness that seems unnatural, but otherwise it's hard to find fault in the visual presentation of the material.

I VAMPIRE #0

The "I, Vampire" title offers a Zero Month flashback to 1591, when Andrew was originally turned into a vampire. Fialkov adjust the dialogue to correspond to mimic Shakespeare, but despite the tragic events the tone never becomes too serious. The issue basically consists of a single scene, framed by the letters Bennet writes to his mother and Mary, with Sorrentino having to draw merely a handful of characters.

As per usual, the artist resorts to double page spreads and large pages featuring these costumed characters, helping the pacing and imparting a singular mood to the proceedings. The artist assumes a very graphical Gustave Dore -inspired art style in one of the double pagers, depicting the villain's Biblical-inspired past.

Returning to Cain, the issue gets back to a plot point that set in motion the "Rise of Vampires" crossover, explaining what at the time seemed like a particularly unlikely twist. The confrontation between Andrew and Cain hinges upon a very on the nose premise, but it helps that the writer doesn't belabor upon it. The execution, particularly Sorrentino's inventive layouts help the story along, even if the point of view sequence following Bennet's turning lasts at least a page too long to enable the eventual reveal to work to its full effect.

Eventually, the story doesn't end so much as stops, without elaborating on the character's relationship with Mary, and her eventual transformation. Thus #0 of "I, Vampire" feels more like a prologue to the longer story, featuring the two's original Renaissance pairing. Faced with the title's financial realities, i's doubtful that DC will decide to flesh out that story with a follow-up mini-series. Taking this in consideration, Fialkov and Sorrentino by and large present an interesting pseudo-historical vignette, that sheds light on the protagonists' past, while never forgetting to entertain the reader already aware of the outcome.

JUSTICE LEAGUE DARK #0

It's impossible to discuss "the Justice League Dark" #0, spotlighting John Constantine and Zatanna's shared past, without comparing it to their past incarnations. "Hellblazer" is a Vertigo title still published by DC, but with this issue, the editorial takes great pains to separate the two continuities.

John that appears on the opening page wears a Mucous membrane T-shirt and makes a reference to Newcastle, but otherwise shares only the most superficial characteristics to his appearances in his own title. Lemire replaces his years of hospitalization in Ravenscar asylum (which is admittedly a point that most of the writers had to find a way around when talking about his past) with the character's literal migration to America.

Lee ("the Highwaymen") Garbett's style, previously associated with various Wildstorm titles, likewise presents a standard modern occult superhero aesthetic, akin to that found in "Witchblade" and "Darkness". There is no understatement when it comes to Zatanna, "a backwards-talking gothic princess", who spends most of the story in corsets, and serving as little more than a point of contention between two of the rivaling mages. There is an effort on the part of Lemire to tie her to the cult that keeps interfering with their activities, but it hardly elevates her beyond the level of love interest.

The story serves to shed light on the mastermind behind the still yet to conclude "Justice League Dark" storyline, and is defined by his relationship to Constatine. Nick Necro turns out to be a little more than a more experienced version of John himself, tainted by greed and corruption. He is chiefly distinguished by his hair color, with the whole of the prequel serving to explain the two character's shared past, and their split, which feeds into Lemire's ongoing story regarding the Books of Magic.

This prequel sacrifices everything to depict a simple mentor/understudy dynamic, and the reasons it went awry, but it primarily disappoints on the technical level. As if he was following Garbett's superficial renderings, the writer incorporates lines like "He was the greatest mage I knew. He was the best... the king", which have no places in a professional script, especially when associated with the character that had a rare privilege to be consistently well-written by the group of the genre's most talented scribes.

As a statement of intent regarding a younger, more superhero-friendly John Constantine, this #0 issue of "Justice League Dark" could not be more clear. It also does much to flesh out the character of the group's current villain, even if the character proves beyond derivative. The writer could be excused for extending what is by all merits a flashback sequence when faced with the editorial dictate, but the presence of four inkers indicates that even the artist was assigned to work against a very tight deadline.

Wednesday, September 19, 2012

Comic reviews for Wednesday, 19th September

DAREDEVIL #18

The latest issue of "Daredevil" follows up on the Matt/Foggy split in a way that both introduces a new plot point, and teases a twist regarding our protagonist's mental state. Once again, Mark Waid focuses on Daredevil's legal career as a way of bringing in new characters and situations, while grounding the series in a semblance of reality.

Everything about this new story feels natural, and it works on a basic level that all superhero stories should follow. The creators offer an easily accessible issue that stands on its own, while being a part of the larger whole, that is informed by their previous work on the character. Samnee is equally adept in long conversation scenes, featuring Foggy and his new client, as he is in making the Daredevil sequences flow in a way that is organic and interesting.

His characters and expressive, and slightly exaggerated, which fits with the quirky script, The one page sequence the creative team devotes to Matt's burgeoning relationship with Kirsten likewise perfectly illustrates the pair's playful dynamic and the romantic tension that has been simmering between them. The subsequent inclusion of a character associated with previous runs on the title becomes both sudden and intriguing, with Waid giving the uninitiated the necessary information to follow the sequence.

The protagonist is as surprised by the sudden arrival, and the complicated continuity alluded to is anything but essential to understanding their current predicament. The imparted information was pertinent to justify Matt's reaction, which serves to reconnect him with Foggy, and in turn bring him in contact with the case. The writer uses Foggy's brashness to acknowledge that is too early for the two to start mending their relationship, but there is still a feeling that Waid could have found another way to get Daredevil in contact with the situation.

The following action sequence is as well executed as it is unlikely, but it serves to underscore the supernatural element of the situation, which is further cemented in the cliffhanger, that offers definite proof of a third party interfering with everyone's perceptions. This kind of stories, where the villain plants evidence and makes everyone assume the worst out of the protagonist can be as familiar as they are unrealistic, but thankfully, the creative team offers enough style and competence that it makes the reader enjoy the experience.

By focusing on the interplay of the characters, Waid and Samnee may be encroaching on the soap opera territory that was severely mishandled at Marvel during 1990s. Using a intuitive, detailed approach, the creative team (including the colorist, who notably changes the color scenes to avoid the captioned interrogation sequences slow down the book) successfully update the original Stan Lee/Bill Everett/Wally Wood "Daredevil". The continued audience support and the recognition when it comes to comics awards are the best example of how well the industry rewards such solid, wholesome entertainment.

JUSTICE LEAGUE #0

So far, DC's Chief Creative Officer Geoff Johns has allowed himself a great deal of fr`eedom in crafting the #0 issues of his books. Given that the entirety of the initial "Justice League" arc served to introduce the characters in their first adventure, the writer makes an unorthodox choice here, and uses the space as the continuation of the Shazam back-up.

The Gary Frank illustrated story largely serves as the character's superhero origin, and therefore fulfills the remit of a #0 issue, with additional emphasis on the subjective importance to the wider DC universe. On a structural level, there are a lot of problems with the issue, starting with the first page. A confusing layout choice makes it uncertain if the antagonist is present in the room, with the next page following up on Billy Batson.

Frank's representational artwork and a deep seated cynicism continue to sit uneasily with the traditional fairy tale elements, but the feature once again manages to provide a satisfying experience due to sheer experience of the creative team. Seeing the Seven Deadly sins of man in different colors, with their names floating under the designs in a graffiti-like font certainly seems like another in the line of heavy handed decisions made in revitalizing Captain Marvel.

The Golden Age property has proven so resistant to any kind of revitalization, and at this point the Johns/Frank effort seems like a credible attempt at keeping the characters around. Yet, seeing the Wizard, a confused old man who instantly rejects Billy as the champion seems as reactionary as the rest of the revamp. The creators stubbornly work in opposition to the naivety of the original premise, yet they don't go so far as to subvert it. The lesson seems to be that underneath the negativity, all of these are hopeful, optimistic characters, that just need a real chance to show their goodness.

This is the lesson Billy teaches the Wizard, who in trading with absolutes forgets the need for the Earth's magical champion, and ends up accepting the orphan so that he can combat the threat of Black Adam. After several hurried lines, Billy's mentor dissipates, leaving the problem child to find his own way with the powers and the maturity needed to wield them.

The creative team accomplishes this by bringing Shazam back to the streets of America, where he continues reacting to the situation in the way a pre-teen boy would. In Johns and Frank's hands this means leads to a series of quick confrontations, notable for their artificiality and the disturbing way Frank renders Shazam's face. The penciller/inker tries to recreate the C.C. Beck's design, which translates to the page in a very unnatural way. The popular artist, whose expressive characters owe a great deal to Steve ("the Preacher") Dillon's techniques felt much more natural when rendering the Christopher Reeve inspired Superman during his tenure on "Action comics".

At this point, he has yet to find a way to make the original Captain Marvel design his own. The feature remains ill-balanced and somewhat dishonest, translating the children's power fantasy into a forced retelling that will hopefully be discontinued following the protagonist's confrontation with Black Adam and Sivana.

Without a major rethinking, a misreading of the material on this scale seems like a waste of the time for both of the creators, whose talents could be better used in bringing another character to the forefront of the modern DCU (or even creating their own properties, however unlikely given the writer's status at the publisher).

The remaining four pages feature Johns once more collaborating with another of the company's most prized artist, Ethan Van Sciver. The "Green Lantern: Rebirth" creative team feature another of the ominous "Justice League" back-ups hinting at an upcoming major event. The feature follows up on the Wizard's eventual fate following his departure from Shazam, before setting up the Question for a seemingly important role in the shared universe's near future. The artist's detailed style meshes well with Frank's work on "Shazam" and the teaser is unoffensive enough, if overtly dramatic.

THE MIGHTY THOR #20

The fourth chapter of the "Everything Burns" crossover presents a largely transitory entry. Despite being told in an issue of "the Mighty Thor", this plot heavy issue continues the spotlight on Loki. Repeatedly the episode calls specifically to the events in the relaunched "Journey into mystery"'s initial arc, to the extent that Thor is perpetually sidelined. Beyond the "Fear Itself" call back, Matt Fraction's own work with the mythos is at the moment relegated to the obligatory renaming of Asgard.

Yet, despite having a firm basis in Kieron Gillen's work, the storyline works as if features the same group of characters, especially when rendered by Alan Davis. The penciller's clean figures, richly colored by Javier Rodriguez do provide some variations when it comes to the pages featuring Thor's struggle. The character is inked differently, and feels slightly out of place next to the rest of the cast, who are more traditionally realized.

Usually, there is a slightly caricatural bent to Davis' figures, which disappears in the ethereal scenes featuring Thor in Musspelheim. The character's features look exaggerated to the point that he almost appears as if he was rendered by Mike ("New Avengers") Deodato jr. Aside from this, the issue covers several different battlefronts and generally succeeds to establish the escalating threat of Surtur unleashed against the Nine Realms. At this point, Vanir are largely forgotten about as anything but his proxies.

Having established that Heimdal shares their ancestry, it would have been interesting to his changing role in the story brought up by a deeper conflict than mere mechanic possession. Still, this makes sense given that the story prefers to flesh out the roles of the two book's mutual cast instead of focusing on a number of new characters.

Thus, "Everything burns" continues to slowly build to a crescendo that will pit brother against brother and everyone against Surtur, while no doubt finding the space to satisfactory resolve Freya's role. Despite the presence of two pencillers, its a model example of two titles wrapping up in a satisfactory way, in a storyline that has the appropriate gravity and requisite storytelling quality.

VENOM #25

Cullen Bunn concludes his introductory storyline on "Venom" just before the title enters into the crossover. The three-part "Monster of Evil" nevertheless promises to carve out a new direction for the title, rooted in the occult and end of the world scenarios. Picking up from the loose end of the Ghost Rider-centered "Circle of Four" crossover, the new writer is adamant to continue pursuing the unlikely direction, with Thony Silas in tow as the regular penciller.

Three inkers are tasked with finishing the artwork, but the discrepancy only shows in the last several pages, serving as the epilogue to the monster fighting. The writer finds space to provide some background for the four demon possessed entities, but it still seems like there's too many of them. Even if the creators have found a way to introduce the titular Monsters of Evil earlier in the story, there is no guarantee that they would have left a better impression.

Silas seems particularly on form on the splash pages featuring the entities though, who remain colorful enough to capture the reader's attention. Beyond the fight scenes and Venom's scheming against Hellstorm, there is a nod to the traditional Spider-Man characters that made up the book's previous supporting cast. Yet, the writer seems very firm in taking the book in the new direction, one full of ominous portents.

Seeing that the creative team is apparently looking to expand the Son of Satan's role in the title, perhaps it's better that the readers approach him as a totally new character. The book plays fast and loose with the spiritual framework of Marvel universe in a similar way to Roberto Aguirre Sacasa in his work on "Nightcrawler", but for once the publisher's inter-continuity largely limits the implications.

As the story nears conclusion, Flash's actions become increasingly arbitrary. It's clear that the creators are committed to making the title their own, but it's hard to accept the change when it involves Venom keeping the demon who tried to possess him under control as he enlists his new supernatural aide to read up on the end of the world. By the time Katy Kiernan, the book's new Lois Lane analogue improbably declares that the Marvel mainstay Doctor Strange has repeatedly asked for her help, the readers will have to decide for themselves how much they trust the new creative team with the unlikely direction.

Flash's last page attempt to get back to Betty, a major link to the title's status as a Spider-Man spin-off, get cut off for the purposes of transitioning into the "Minimum Carnage" crossover. It remains to be seen how the book manages to continue once it stops functioning as a tie-in for the overarching Venom/Scarlet-Spider event.

WALKING DEAD #102

Robert Kirkman and Charlie Adlard wind down the latest arc of "Walking Dead", with an issue that serves to underscore the character's predicament. The issue is not in the least subtle, and basically features Rick coming to a decision regarding Negan's captured leutenant, and surveying the rest of the cast to see if they agree with his plan.

Charlie Adlard is called time and again to illustrate the close-ups of characters talking, with layouts frequently featuring seven or eight panels. Michonne's reaction is most interesting, and the three page conversation scene seems in many ways the highlight of the issue. Adlard is particularly inspired when it comes to illustrating her features, that are for once tender and defensive.

Still, the conflict between Rick and Andrea makes up the crux of the issue. The characters are separated in the emotional way too, as their intimate scene lacks the empathy the protagonist shares with Michonne. From the artistic point, the issue is obviously hurried, as the artist takes more than the usual amount of shortcuts, with several repeated panels, and a persistent lack of backgrounds.

The artist does get to achieve a strong effect with a panel featuring Rick behind the fence, illustrating the character's forced retreat. The issue sets up Eugene's new role in the story, which comes organically from some of the last developments regarding the long troubled character. Otherwise, it is the last page cliffhanger that suggest a more proactive future for characters.

With "Something to fear", Kirkman has achieved a semblance of a story that stands on its own after several of the last arcs that had much looser structure. The last time the sprawling series tried a similar feat was with "the Hunters", and it's nice to see the creators returning to the more conventional format. Having said that, the effects of the last few issues (particularly #100) have come to more or less define the new status quo, and there is every indication that the series will return to exploring it in its own meandering way, a slow burn strategy that is not without its obvious strengths.

WONDER WOMAN #0

Both Brian Azzarello and Cliff Chiang are confident creators, and it comes as no surprise that they try something new with #0. The perfunctory prequel issue is used to set-up the title's next story arc featuring Ares, but it stands out more for the way in which the story is told. Namely, the creators use the prequel issue to tell the story in a way reminiscent of a Silver Age Marvel comic.

Thus, the laconic Azzarello persists in using outdated techniques such as excessive captions and thought balloons, spelling out what is readily apparent on panel. Just like the superheroes of 1960s, the characters speak in banalities and frequently reference Greek heroes, leaving no trace of the writer's usual highly stylized dialogue. Chiang likewise tightens up his inks and provides a much more defined look for his pages, filled with familiar panel layouts. The colorist shies away from an over-reliance on the primary colors, saving the book from devolving into outright pastiche. Yet, the tribute is apparent in little details like teenage Diana's huge expressive eyes, and the Minotaur wearing purple shorts.

By deliberately slowing down the pacing, the writer forces the reader to appreciate this accessible entry point into the creative team's controversial rebuilding of the Wonder Woman story. Surprisingly, Stan Lee's trademark self-doubt does prove to be a viable technique to understanding Diana's views on the Golden Age fairy tale society.

At first glance, Ares' dialogue sounds like deities from Marvel's "Thor", but there is some genuine emotion between his actions. At first, it may be hard to respect the character clearly modeled on the writer's current look, but the Wonder Woman/Ares dynamic eventually does make up for an interesting conflict. Eventually, the addition of Daedalus' labyrinth and Theseus-like battle with the Minotaur end up being so derivative that they make a full immersion next to impossible.

The artificiality of both the trappings and storytelling comes as an in-joke between the creative team and the readers, whose attachment to Diana's conflict with her mentor will likely determine their enjoyment of the issue. In any event, one must respect Azzarello and Chiang's audacity to satirize DC's Zero month, who have certainly found a way to follow the company's edict, set up the upcoming storyline and enjoy themselves in the process.